godot/modules/mono/mono_gd/gd_mono_assembly.h

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/*************************************************************************/
/* gd_mono_assembly.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
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#ifndef GD_MONO_ASSEMBLY_H
#define GD_MONO_ASSEMBLY_H
#include <mono/jit/jit.h>
#include <mono/metadata/assembly.h>
#include "core/hash_map.h"
#include "core/map.h"
#include "core/ustring.h"
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#include "gd_mono_utils.h"
class GDMonoAssembly {
struct ClassKey {
struct Hasher {
static _FORCE_INLINE_ uint32_t hash(const ClassKey &p_key) {
uint32_t hash = 0;
GDMonoUtils::hash_combine(hash, p_key.namespace_name.hash());
GDMonoUtils::hash_combine(hash, p_key.class_name.hash());
return hash;
}
};
_FORCE_INLINE_ bool operator==(const ClassKey &p_a) const {
return p_a.class_name == class_name && p_a.namespace_name == namespace_name;
}
ClassKey() {}
ClassKey(const StringName &p_namespace_name, const StringName &p_class_name) {
namespace_name = p_namespace_name;
class_name = p_class_name;
}
StringName namespace_name;
StringName class_name;
};
MonoAssembly *assembly;
MonoImage *image;
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bool refonly;
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bool loaded;
String name;
String path;
uint64_t modified_time;
HashMap<ClassKey, GDMonoClass *, ClassKey::Hasher> cached_classes;
Map<MonoClass *, GDMonoClass *> cached_raw;
bool gdobject_class_cache_updated;
Map<StringName, GDMonoClass *> gdobject_class_cache;
#ifdef DEBUG_ENABLED
Vector<uint8_t> pdb_data;
#endif
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static bool no_search;
static bool in_preload;
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static Vector<String> search_dirs;
static void assembly_load_hook(MonoAssembly *assembly, void *user_data);
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static MonoAssembly *assembly_search_hook(MonoAssemblyName *aname, void *user_data);
static MonoAssembly *assembly_refonly_search_hook(MonoAssemblyName *aname, void *user_data);
static MonoAssembly *assembly_preload_hook(MonoAssemblyName *aname, char **assemblies_path, void *user_data);
static MonoAssembly *assembly_refonly_preload_hook(MonoAssemblyName *aname, char **assemblies_path, void *user_data);
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static MonoAssembly *_search_hook(MonoAssemblyName *aname, void *user_data, bool refonly);
static MonoAssembly *_preload_hook(MonoAssemblyName *aname, char **assemblies_path, void *user_data, bool refonly);
static GDMonoAssembly *_load_assembly_from(const String &p_name, const String &p_path, bool p_refonly);
Mono: Editor and export template dependencies and fixes - Bundle editor dependencies: - 'GodotSharp': Root data directory for the editor - 'Tools': Editor dependencies. Only GodotSharp.dll for now. - 'Api': Prebuilt GodotSharp and GodotSharpEditor API assemblies. - 'Mono': Mono files to bundle with the editor. - 'bin': (Optional, not used for now) Mono bin directory. - 'etc': Mono configuration files. - 'lib': Mono dependency shared libraries. - 'lib/mono/4.5': Framework assemblies. - Added build option to copy the required files from the mono installation to 'GodotSharp/Mono'. Enable with 'copy_mono_root=yes'. Disabled by default. - Export template dependencies: - 'data_AppName'/'data_Godot': - 'Mono': Mono files to bundle with the game. - 'etc': Mono configuration files. - 'lib': Mono dependency shared libraries. - The data directory is generated when compiling and must be bundled with the export templates. In the case of OSX, the data directory must be placed inside the 'osx.zip' export template. - In OSX, alternative location for directories (needed for app bundles) are: - 'data_AppName/Mono/etc' --> '../Resources/GodotSharp/Mono/etc' - 'data_AppName/Mono/lib' --> '../Frameworks/GodotSharp/Mono/lib' - The editor can bundle prebuilt API assemblies. - Generate them with a tools build by running: `--generate-cs-core-api <GodotSharp_OutputDir> --generate-cs-editor-api <GodotSharpEditor_OutputDir> <GodotSharp_OutputDir>/bin/Release/GodotSharp.dll` (This command will be simplified in the future and both projects will be in the same solution) - Build the solutions and copy the output files to '#bin/GodotSharp/Api'. - Fixed API assembly being added twice during the export process.
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static GDMonoAssembly *_load_assembly_search(const String &p_name, const Vector<String> &p_search_dirs, bool p_refonly);
static void _wrap_mono_assembly(MonoAssembly *assembly);
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friend class GDMono;
static void initialize();
public:
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Error load(bool p_refonly);
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Error wrapper_for_image(MonoImage *p_image);
void unload();
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_FORCE_INLINE_ bool is_refonly() const { return refonly; }
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_FORCE_INLINE_ bool is_loaded() const { return loaded; }
_FORCE_INLINE_ MonoImage *get_image() const { return image; }
_FORCE_INLINE_ MonoAssembly *get_assembly() const { return assembly; }
_FORCE_INLINE_ String get_name() const { return name; }
_FORCE_INLINE_ String get_path() const { return path; }
_FORCE_INLINE_ uint64_t get_modified_time() const { return modified_time; }
GDMonoClass *get_class(const StringName &p_namespace, const StringName &p_name);
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GDMonoClass *get_class(MonoClass *p_mono_class);
GDMonoClass *get_object_derived_class(const StringName &p_class);
Mono: Editor and export template dependencies and fixes - Bundle editor dependencies: - 'GodotSharp': Root data directory for the editor - 'Tools': Editor dependencies. Only GodotSharp.dll for now. - 'Api': Prebuilt GodotSharp and GodotSharpEditor API assemblies. - 'Mono': Mono files to bundle with the editor. - 'bin': (Optional, not used for now) Mono bin directory. - 'etc': Mono configuration files. - 'lib': Mono dependency shared libraries. - 'lib/mono/4.5': Framework assemblies. - Added build option to copy the required files from the mono installation to 'GodotSharp/Mono'. Enable with 'copy_mono_root=yes'. Disabled by default. - Export template dependencies: - 'data_AppName'/'data_Godot': - 'Mono': Mono files to bundle with the game. - 'etc': Mono configuration files. - 'lib': Mono dependency shared libraries. - The data directory is generated when compiling and must be bundled with the export templates. In the case of OSX, the data directory must be placed inside the 'osx.zip' export template. - In OSX, alternative location for directories (needed for app bundles) are: - 'data_AppName/Mono/etc' --> '../Resources/GodotSharp/Mono/etc' - 'data_AppName/Mono/lib' --> '../Frameworks/GodotSharp/Mono/lib' - The editor can bundle prebuilt API assemblies. - Generate them with a tools build by running: `--generate-cs-core-api <GodotSharp_OutputDir> --generate-cs-editor-api <GodotSharpEditor_OutputDir> <GodotSharp_OutputDir>/bin/Release/GodotSharp.dll` (This command will be simplified in the future and both projects will be in the same solution) - Build the solutions and copy the output files to '#bin/GodotSharp/Api'. - Fixed API assembly being added twice during the export process.
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static void fill_search_dirs(Vector<String> &r_search_dirs, const String &p_custom_config = String());
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static GDMonoAssembly *load_from(const String &p_name, const String &p_path, bool p_refonly);
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GDMonoAssembly(const String &p_name, const String &p_path = String());
~GDMonoAssembly();
};
#endif // GD_MONO_ASSEMBLY_H